Computer-Generated Chess Problem 02344

in #chess7 years ago

Published online for the first time, consider this KRNP vs k four-move chess problem generated by the program, Chesthetica, using the 'Digital Synaptic Neural Substrate' computational creativity method. It does not use endgame tablebases, artificial neural networks, machine learning or any kind of typical AI. There is also no proven limit to the quantity or type of legal compositions that can be automatically generated.


3N4/4k3/7K/4P3/8/8/7R/8 w - - 0 1
White to Play and Mate in 4
Chesthetica v10.82 : Selangor, Malaysia
2018.10.30 4:08:17 PM
Solvability Estimate = Easy

These chess puzzles are published in order based on the composition date and time stamp above. Due to the sheer volume of compositions generated, the latest ones may therefore only be published later on. What was the machine 'thinking' when it came up with this? Do share and try out some of the others too. Feel free to copy the position into a chess engine and discover even more variations of the solution.

Main Line of the Solution (Skip to 0:35)

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